Secret Lesson 35

Level Advancement and Experience Points

Your character is now ready to adventure.

But a character doesn't remain at the same level forever.

As adventures continue, the character gains:

EXPERIENCE POINTS

usually abbreviated:

XP

When enough XP has been accumulated, the character becomes more capable.

This advancement is called:

GAINING A LEVEL

 

The SRD supports characters from:

LEVEL 1

all the way to:

LEVEL 20

and provides exact XP thresholds and Proficiency Bonus progression for every level.


PART ONE — EXPERIENCE POINTS

Experience Points represent:

CHARACTER ADVANCEMENT THROUGH ADVENTURE

The SRD explains that while going on adventures, your character gains experience represented by:

XP

When your total reaches the required threshold:

YOU ADVANCE IN LEVEL

 


XP IS CUMULATIVE

The Character Advancement table gives:

TOTAL XP REQUIRED

to reach each level.

For example:

Level 2 requires:

300 XP

Level 3 requires:

900 XP

This means you don't normally spend the 300 XP when reaching level 2 and then begin again from zero.

Instead, your total continues upward until it reaches:

900 XP

for level 3.


EXAMPLE

Current XP:

250

You gain:

100 XP

New total:

350 XP

The level 2 threshold is:

300

Because your XP now equals or exceeds that threshold:

YOU REACH LEVEL 2

 


COMPLETE CHARACTER ADVANCEMENT TABLE

Level Total XP Required Proficiency Bonus
1 0 +2
2 300 +2
3 900 +2
4 2,700 +2
5 6,500 +3
6 14,000 +3
7 23,000 +3
8 34,000 +3
9 48,000 +4
10 64,000 +4
11 85,000 +4
12 100,000 +4
13 120,000 +5
14 140,000 +5
15 165,000 +5
16 195,000 +5
17 225,000 +6
18 265,000 +6
19 305,000 +6
20 355,000 +6

 


LEVEL 1

A normal level 1 character begins at:

0 XP

Proficiency Bonus:

+2


LEVEL 2

Requires:

300 XP

PB remains:

+2


LEVEL 3

Requires:

900 XP

PB:

+2

This is also an important character-development level because Classes normally have access to their Subclass progression by this stage.


LEVEL 4

Requires:

2,700 XP

PB:

+2


LEVEL 5

Requires:

6,500 XP

This is the first level at which the Character Advancement table increases your Proficiency Bonus:

+2 → +3

 


LEVELS 5–8

Proficiency Bonus remains:

+3

Levels:

  • 5

  • 6

  • 7

  • 8


LEVEL 9

At:

48,000 XP

Proficiency Bonus becomes:

+4

 


LEVELS 9–12

PB:

+4


LEVEL 13

At:

120,000 XP

PB becomes:

+5

 


LEVELS 13–16

PB:

+5


LEVEL 17

At:

225,000 XP

PB becomes:

+6

 


LEVELS 17–20

PB remains:

+6


PROFICIENCY BONUS PROGRESSION

A useful way to remember the normal character progression is:

Character Levels PB
1–4 +2
5–8 +3
9–12 +4
13–16 +5
17–20 +6

 


PROFICIENCY BONUS DOES NOT INCREASE EVERY LEVEL

This is important.

Going from:

LEVEL 2 TO LEVEL 3

doesn't increase PB.

Nor does:

LEVEL 5 TO LEVEL 6

Instead, PB increases only at specific level thresholds.


WHY A PB INCREASE MATTERS

Proficiency Bonus appears in many character statistics.

When PB increases, the SRD tells you to increase:

ALL NUMBERS ON YOUR CHARACTER SHEET THAT INCLUDE YOUR PROFICIENCY BONUS

 

That can affect things such as:

  • proficient Saving Throws

  • proficient Skills

  • weapon Attack Bonuses

  • Spell Attack Bonuses

  • Spell Save DCs

  • Expertise

  • some Class Features

  • some Species Traits

  • other features that explicitly use PB


EXAMPLE — LEVEL 4 TO LEVEL 5

Before:

PB:

+2

Strength Modifier:

+3

Proficient melee attack:

+5

After reaching level 5:

PB:

+3

The same attack becomes:

+6

without changing Strength.


SPELL SAVE DC EXAMPLE

Spellcasting Ability Modifier:

+4

At level 4:

PB:

+2

Spell Save DC:

8 +4 +2:

14

At level 5:

PB:

+3

Spell Save DC:

8 +4 +3:

15

One PB increase can therefore update many different statistics simultaneously.


PART TWO — GAINING A LEVEL

When your character gains a level, the SRD gives:

FIVE STEPS

 

They are:

1. CHOOSE A CLASS

2. ADJUST HIT POINTS AND HIT POINT DICE

3. RECORD NEW CLASS FEATURES

4. ADJUST PROFICIENCY BONUS

5. ADJUST ABILITY MODIFIERS

Let's examine each one.


STEP 1 — CHOOSE A CLASS

Most characters gain their new level in:

THE SAME CLASS

 

For example:

Level 3 Fighter →

LEVEL 4 FIGHTER

But the SRD also allows you to choose a different Class using:

MULTICLASSING

 

The complete Multiclassing system belongs to:

LESSON 37


CHARACTER LEVEL VS. CLASS LEVEL

This distinction becomes important when multiclassing.

A character might eventually be:

CHARACTER LEVEL 8

but have:

FIGHTER 5 / ROGUE 3

The total character level is 8.

But individual Class Features depend on the levels held in each Class.

We will develop this completely in Lesson 37.


STEP 2 — GAIN A HIT DIE

Each time you gain a level:

YOU GAIN ONE ADDITIONAL HIT DIE

 

The die type comes from the Class in which you gained the level.


EXAMPLE

Level 1 Fighter:

1D10 HIT DIE

After becoming Fighter 2:

2D10 HIT DICE

At Fighter 3:

3D10 HIT DICE


HIT DICE GROW WITH LEVEL

For a single-Class character, the number of Hit Dice normally matches:

CHARACTER LEVEL

because one additional Hit Die is gained each level.


INCREASING HIT POINT MAXIMUM

When you gain a level, you also increase your:

HIT POINT MAXIMUM

The SRD gives you two methods.


METHOD A — ROLL

Roll your new:

HIT DIE

Then add:

CONSTITUTION MODIFIER

Add the resulting total to your:

HIT POINT MAXIMUM

with a:

MINIMUM INCREASE OF 1 HP

 


EXAMPLE — FIGHTER

New Hit Die:

D10

Constitution Modifier:

+2

You roll:

7

Calculation:

7 +2:

9

Your Hit Point maximum increases by:

9 HP


EXAMPLE — LOW ROLL

Wizard gains a level.

Hit Die:

D6

Constitution Modifier:

−2

Roll:

1

Calculation:

1 −2:

−1

But the SRD sets the increase at:

MINIMUM 1

So maximum HP still increases by:

1 HP

 


METHOD B — USE THE FIXED VALUE

Instead of rolling, you can use the:

FIXED HIT POINT VALUE

provided for your Class.


FIXED HIT POINTS BY CLASS

Class HP Gained per Level
Barbarian 7 + Constitution modifier
Fighter, Paladin, Ranger 6 + Constitution modifier
Bard, Cleric, Druid, Monk, Rogue, Warlock 5 + Constitution modifier
Sorcerer, Wizard 4 + Constitution modifier

 


BARBARIAN

Fixed increase:

7 + CON MODIFIER

Example:

Con +3:

10 HP


FIGHTER, PALADIN, RANGER

Fixed increase:

6 + CON MODIFIER

Example:

Con +2:

8 HP


BARD, CLERIC, DRUID, MONK, ROGUE, WARLOCK

Fixed increase:

5 + CON MODIFIER

Example:

Con +2:

7 HP


SORCERER AND WIZARD

Fixed increase:

4 + CON MODIFIER

Example:

Con +2:

6 HP


LEVEL 1 HP AND LATER-LEVEL HP ARE DIFFERENT CALCULATIONS

Do not confuse:

LEVEL 1 HIT POINTS

with:

HIT POINTS GAINED AT LATER LEVELS

For example:

Fighter at level 1

10 + CON MOD

But when gaining later Fighter levels, the fixed option is:

6 + CON MOD

 


EXAMPLE — FIGHTER FROM LEVEL 1 TO LEVEL 2

Level 1 Constitution Modifier:

+2

Starting HP:

10 +2:

12

At level 2, choose fixed HP:

6 +2:

+8

New maximum:

12 +8:

20 HP


STEP 3 — RECORD NEW CLASS FEATURES

After adjusting Hit Points:

LOOK AT YOUR CLASS FEATURES TABLE

Record every feature gained at your new Class level.

If a feature provides choices:

MAKE THOSE CHOICES

 


EXAMPLE

Suppose a Class gains a new feature at level 5.

When reaching level 5:

WRITE THAT FEATURE ON THE CHARACTER SHEET

If the feature asks you to choose:

  • an option

  • spell

  • mastery

  • invocation

  • another benefit

make the choice required by the feature.


SOME LEVELS PROVIDE MULTIPLE FEATURES

Do not assume every level grants exactly one new ability.

Always consult:

YOUR CLASS FEATURES TABLE

The complete level progressions will be studied in:

LESSONS 39–50


STEP 4 — ADJUST PROFICIENCY BONUS

Check the Character Advancement table whenever you level up.

If your PB has increased:

UPDATE EVERY NUMBER THAT USES IT

 


EXAMPLE — REACHING LEVEL 9

Level 8 PB:

+3

Level 9 PB:

+4

Suppose you have:

Dexterity Modifier:

+4

Stealth proficiency.

At level 8:

Stealth:

+7

At level 9:

Stealth:

+8


EXPERTISE EXAMPLE

Suppose the same character has Expertise in Stealth.

Level 8:

PB +3 → doubled:

+6

Dex +4:

STEALTH +10

At level 9:

PB +4 → doubled:

+8

Dex +4:

STEALTH +12

So PB increases become especially significant for Expertise.


STEP 5 — ADJUST ABILITY MODIFIERS

Some Feats can increase:

ABILITY SCORES

When an Ability Score changes enough to change its modifier:

UPDATE EVERY NUMBER THAT USES THAT MODIFIER

 


EVEN-NUMBER THRESHOLDS

The SRD specifically notes that if a Feat increases an Ability Score, the Ability Modifier changes if the new score is:

AN EVEN NUMBER

within the normal progression described in character creation.

For example:

17 → 18

changes:

+3 → +4


EXAMPLE — DEXTERITY INCREASE

Dexterity:

17

Modifier:

+3

A Feat increases it to:

18

Modifier becomes:

+4

Now update everything using Dexterity.

That might include:

  • Initiative

  • Dexterity Saving Throw

  • Acrobatics

  • Sleight of Hand

  • Stealth

  • ranged weapon attacks

  • Finesse attacks using Dexterity

  • AC calculations using Dexterity

depending on the character.


CONSTITUTION IS SPECIAL

If your:

CONSTITUTION MODIFIER INCREASES

your Hit Point maximum also changes:

RETROACTIVELY

The SRD says that when Constitution Modifier increases by 1:

HIT POINT MAXIMUM INCREASES BY 1 FOR EVERY LEVEL YOU HAVE ATTAINED

 


SRD EXAMPLE — LEVEL 8

A character reaches:

LEVEL 8

and increases Constitution from:

17 TO 18

Modifier changes to:

+4

The character's Hit Point maximum increases by:

8 HP

in addition to the normal Hit Points gained for reaching level 8.


WHY 8 HP?

Because the character has:

8 LEVELS

and the Constitution Modifier increased by:

+1

Therefore:

+1 HP × 8 LEVELS = +8 HP


ANOTHER EXAMPLE

Level:

12

Constitution Modifier increases:

+2 → +3

Maximum HP increases by:

12

because:

1 × 12 = 12


IF CONSTITUTION MODIFIER CHANGES BY MORE THAN 1

The underlying principle is that Constitution Modifier contributes to HP for:

EVERY LEVEL

So if a rule caused a larger modifier change, the corresponding level-based adjustment would need to reflect the new modifier.

Follow the exact feature producing the change.


PART THREE — COMPLETE LEVEL-UP EXAMPLE

Suppose you are a:

LEVEL 4 FIGHTER

XP:

6,300

PB:

+2

Constitution Modifier:

+2

Current maximum HP:

36

You gain:

500 XP

New total:

6,800 XP

Level 5 requires:

6,500 XP

Therefore:

YOU REACH LEVEL 5

 


STEP 1 — CHOOSE CLASS

Continue as:

FIGHTER


STEP 2 — HIT DIE AND HP

Gain:

1D10 HIT DIE

Suppose you use the fixed Fighter value:

6 + CON

6 +2:

+8 HP

New maximum:

36 +8:

44 HP


STEP 3 — CLASS FEATURES

Consult Fighter level 5 and record every new feature gained at that level.


STEP 4 — PROFICIENCY BONUS

At level 5:

PB BECOMES +3

Update every statistic containing PB.


STEP 5 — ABILITY MODIFIERS

If no Ability Score changed:

NO ABILITY MODIFIER UPDATE IS NEEDED

The level-up process is complete.


PART FOUR — EXPERIENCE THRESHOLDS ARE NOT EQUALLY SPACED

Notice that the XP required between levels becomes increasingly large.

For example:

Level 1 → 2:

300 XP TOTAL

Level 19 → 20:

the total thresholds move from:

305,000

to:

355,000

a difference of:

50,000 XP

 

Character advancement therefore represents progressively greater experience over the course of an adventuring career.


PART FIVE — THE FOUR TIERS OF PLAY

The SRD divides the level 1–20 journey conceptually into:

FOUR TIERS OF PLAY

 

These tiers describe how:

  • character capabilities

  • campaign tone

  • scale of threats

evolve as levels rise.


IMPORTANT — TIERS ARE NOT ADDITIONAL RULES

The SRD explicitly says:

THE TIERS HAVE NO RULES ASSOCIATED WITH THEM

They are a way to understand how the play experience changes as characters gain levels.

So entering Tier 2 doesn't automatically give a character a universal:

“Tier 2 ability.”

The actual mechanics come from:

CLASS LEVELS AND OTHER FEATURES


TIER 1 — LEVELS 1–4

APPRENTICE ADVENTURERS

Even at this stage, characters already possess extraordinary abilities compared with much of the broader population.

During Tier 1:

  • characters learn their starting Class Features

  • they choose a Subclass

  • threats are commonly local

The SRD describes dangers threatening:

FARMSTEADS OR VILLAGES

 


TIER 1 FEEL

Think:

LOCAL HEROES

Characters are already exceptional, but their adventures often concern comparatively local dangers.


TIER 2 — LEVELS 5–10

Characters are now:

FULL-FLEDGED ADVENTURERS

 


SPELLCASTERS IN TIER 2

The SRD highlights iconic spells such as:

FIREBALL

LIGHTNING BOLT

RAISE DEAD

 


WEAPON-FOCUSED CLASSES

The SRD notes that most weapon-focused Classes gain the ability to:

MAKE MULTIPLE ATTACKS IN A ROUND

during this tier.


SCALE OF TIER 2 THREATS

Characters can now confront dangers threatening:

CITIES

and:

KINGDOMS

 


TIER 2 FEEL

Think:

ESTABLISHED HEROES

Their influence and enemies are no longer merely local.


TIER 3 — LEVELS 11–16

In Tier 3, characters reach a level of power that makes them:

SPECIAL EVEN AMONG ADVENTURERS

 


SPELLCASTERS AT LEVEL 11+

The SRD notes that many spellcasters begin gaining:

REALITY-ALTERING SPELLS

 


OTHER CHARACTERS

Other Classes can gain features allowing:

  • more attacks

  • more impressive uses of attacks

  • increasingly exceptional capabilities

 


SCALE OF TIER 3 THREATS

Adventurers at this level often confront threats to:

ENTIRE REGIONS

 


TIER 3 FEEL

Think:

GREAT HEROES OF THE REALM

The party has reached a power level unusual even among other adventurers.


TIER 4 — LEVELS 17–20

This is the highest normal level tier.

Characters reach:

THE PINNACLE OF THEIR CLASS FEATURES

and become:

HEROIC ARCHETYPES

 


SCALE OF TIER 4 ADVENTURES

The stakes can involve:

THE FATE OF THE WORLD

or even:

THE ORDER OF THE MULTIVERSE

 


TIER 4 FEEL

Think:

LEGENDARY HEROES

The campaign may now revolve around dangers of extraordinary or cosmic scale.


FOUR TIERS SUMMARY

Tier Levels Broad Scale
Tier 1 1–4 Apprentice adventurers, local threats
Tier 2 5–10 Full adventurers, cities and kingdoms
Tier 3 11–16 Exceptional adventurers, regional threats
Tier 4 17–20 Heroic archetypes, world or multiverse stakes

 


LEVEL AND TIER ARE DIFFERENT

Your:

LEVEL

is a precise game statistic.

Your:

TIER

is a broad way of describing the stage of play.

So:

LEVEL 7

is a precise mechanical value.

TIER 2

is a descriptive campaign category.


PART SIX — ADVANCEMENT AFTER LEVEL 20

Normally:

LEVEL 20

is the top of the level progression.

The Character Advancement table ends at:

LEVEL 20 — 355,000 XP

 

But the SRD provides an optional approach a GM can use for characters who continue adventuring beyond that point:

BONUS FEATS AT LEVEL 20


THE GM CAN USE FEATS AS POST-20 ADVANCEMENT

After characters reach level 20, the GM can allow further advancement through:

BONUS FEATS

 


HOW IT WORKS

For every:

30,000 XP

earned above:

355,000 XP

the character gains:

ONE FEAT OF THEIR CHOICE

using this optional approach.


FIRST BONUS FEAT

Level 20 begins at:

355,000 XP

Add:

30,000

Threshold:

385,000 XP

Under this GM option:

ONE BONUS FEAT


SECOND BONUS FEAT

Another:

30,000 XP

Total:

415,000 XP

Potential bonus feats:

TWO


LEVEL DOES NOT BECOME 21

This system exists specifically for characters who:

HAVE NO MORE LEVELS TO GAIN

 

So the SRD isn't creating normal:

LEVEL 21

LEVEL 22

etc.

Instead, the character remains level 20 and can receive additional Feats under this optional GM system.


EPIC BOON FEATS

The SRD says:

EPIC BOON FEATS

are especially appropriate as these post-level-20 bonus Feats.

However, the player can choose:

ANY FEAT

for which their level 20 character qualifies.

The complete Epic Boon Feats in the SRD will be covered in:

LESSON 59


PART SEVEN — WHAT CHANGES WHEN YOU LEVEL?

Use this checklist every time.


1. CHARACTER LEVEL

Increase by:

1


2. CLASS LEVEL

Choose which Class receives the new level.

Usually:

YOUR CURRENT CLASS

or potentially another Class through Multiclassing.


3. HIT DICE

Gain:

ONE HIT DIE


4. HIT POINT MAXIMUM

Increase using:

ROLL + CON MODIFIER

minimum 1

or:

FIXED CLASS VALUE + CON MODIFIER


5. CLASS FEATURES

Record all features gained at the new Class level.


6. PROFICIENCY BONUS

Check whether the new character level crosses:

5

9

13

or:

17

where PB increases.


7. PROFICIENCY-BASED STATISTICS

If PB changes:

RECALCULATE THEM


8. ABILITY SCORES

If a new Feat or feature changes an Ability Score:

CHECK WHETHER THE MODIFIER CHANGES


9. ABILITY-BASED STATISTICS

If the modifier changes:

UPDATE EVERY STATISTIC USING IT


10. CONSTITUTION

If Constitution Modifier changes:

RECALCULATE MAXIMUM HP ACROSS ALL LEVELS

according to the SRD rule.


COMPLETE ADVANCEMENT EXAMPLE — LEVEL 8 TO 9

Character:

ROGUE 8

XP:

47,500

PB:

+3

Dexterity:

18 (+4)

Constitution:

14 (+2)


GAIN XP

Earn:

1,000 XP

New total:

48,500

Level 9 threshold:

48,000

Result:

LEVEL 9

 


CHOOSE CLASS

Continue as Rogue.

Character:

ROGUE 9


HIT DIE

Gain:

ONE D8


FIXED HP

Rogue fixed increase:

5 + CON MOD

5 +2:

+7 HP


CLASS FEATURES

Record the Rogue Features gained at Rogue level 9.


PB

Level 9 increases PB from:

+3 TO +4

Now update all PB-based statistics.


EXAMPLE — ATTACK

Dex:

+4

Old Attack Bonus:

+4 Dex +3 PB:

+7

New:

+4 Dex +4 PB:

+8


EXAMPLE — EXPERTISE

If Stealth has Expertise:

Old proficiency contribution:

+6

New:

+8

Dexterity +4 means:

Old Stealth:

+10

New Stealth:

+12


COMPLETE CONSTITUTION EXAMPLE

Suppose a level 12 character has:

Constitution:

17

Modifier:

+3

A new Feat raises Constitution to:

18

New Modifier:

+4

Increase:

+1

Character level:

12

Therefore existing maximum HP increases by:

12

in addition to whatever Hit Points were gained normally for the new level.

This is one reason Constitution improvements can become especially significant at higher levels.


COMMON BEGINNER MISTAKES

MISTAKE 1 — RESETTING XP AFTER LEVELING

The table gives:

TOTAL XP THRESHOLDS

You continue accumulating XP toward the next total.


MISTAKE 2 — INCREASING PROFICIENCY BONUS EVERY LEVEL

PB changes only at certain levels:

5

9

13

17

according to the Character Advancement table.


MISTAKE 3 — FORGETTING TO UPDATE ALL PB-BASED NUMBERS

When PB increases:

UPDATE EVERY CHARACTER-SHEET NUMBER THAT INCLUDES IT

 


MISTAKE 4 — USING LEVEL 1 HP FORMULA AT EVERY LEVEL

Level 1 uses its own starting formula.

Later levels use:

HIT DIE ROLL + CON

or:

FIXED VALUE + CON

 


MISTAKE 5 — FORGETTING THE MINIMUM 1 HP WHEN ROLLING

When rolling for a level's Hit Point increase:

THE TOTAL ADDED IS AT LEAST 1

 


MISTAKE 6 — FORGETTING THE NEW HIT DIE

Every gained level adds:

ONE HIT DIE

 


MISTAKE 7 — FORGETTING NEW CLASS FEATURES

Every time you level:

CHECK THE CLASS FEATURES TABLE

and record everything gained.


MISTAKE 8 — FORGETTING TO MAKE FEATURE CHOICES

If a new Class Feature offers a choice:

MAKE AND RECORD IT

 


MISTAKE 9 — CHANGING AN ABILITY SCORE BUT NOT ITS DEPENDENT STATISTICS

If the Ability Modifier changes:

RECALCULATE EVERY NUMBER USING IT

 


MISTAKE 10 — FORGETTING RETROACTIVE CONSTITUTION HP

If Constitution Modifier increases by 1:

+1 MAXIMUM HP FOR EVERY LEVEL ATTAINED

 


MISTAKE 11 — TREATING TIERS AS ADDITIONAL CHARACTER FEATURES

The SRD explicitly says:

TIERS HAVE NO RULES ASSOCIATED WITH THEM

 

They describe the evolution of play.


MISTAKE 12 — ASSUMING LEVEL 20 CHARACTERS AUTOMATICALLY RECEIVE BONUS FEATS

The post-level-20 system is something:

THE GM CAN USE

It isn't automatic in every campaign.


MISTAKE 13 — TURNING POST-20 XP INTO LEVEL 21

The SRD's optional advancement after level 20 provides:

BONUS FEATS

rather than further normal levels.


LESSON 35 — KEY TAKEAWAYS

XP REPRESENTS CHARACTER ADVANCEMENT

When your total XP equals or exceeds the threshold for a level:

YOU REACH THAT LEVEL

 


LEVEL RANGE

1–20

Normal XP progression:

0 → 355,000 XP

 


PROFICIENCY BONUS

LEVELS 1–4 → +2

LEVELS 5–8 → +3

LEVELS 9–12 → +4

LEVELS 13–16 → +5

LEVELS 17–20 → +6

 


WHEN YOU GAIN A LEVEL

Follow five steps:

1. CHOOSE A CLASS

2. ADJUST HP AND HIT DICE

3. RECORD NEW CLASS FEATURES

4. ADJUST PROFICIENCY BONUS

5. ADJUST ABILITY MODIFIERS

 


HIT POINTS AFTER LEVEL 1

Choose:

ROLL HIT DIE + CON MOD

minimum +1 HP

or:

FIXED VALUE + CON MOD

 


FIXED VALUES

BARBARIAN → 7 + CON

FIGHTER / PALADIN / RANGER → 6 + CON

BARD / CLERIC / DRUID / MONK / ROGUE / WARLOCK → 5 + CON

SORCERER / WIZARD → 4 + CON

 


CONSTITUTION INCREASE

When Constitution Modifier rises:

MAXIMUM HP INCREASES RETROACTIVELY FOR EVERY LEVEL

 


FOUR TIERS

TIER 1 — LEVELS 1–4

TIER 2 — LEVELS 5–10

TIER 3 — LEVELS 11–16

TIER 4 — LEVELS 17–20

These tiers describe the changing scale and tone of play but:

HAVE NO RULES OF THEIR OWN

 


AFTER LEVEL 20

With the GM's optional advancement approach:

EVERY 30,000 XP ABOVE 355,000 XP

can grant:

ONE BONUS FEAT

Epic Boon Feats are especially appropriate, though any Feat the level 20 character qualifies for may be chosen.


NEXT LESSON

LESSON 36 — STARTING AT HIGHER LEVELS

You now know how a level 1 character grows naturally through adventure.

But a campaign doesn't always begin at level 1.

The GM might decide that everyone begins as:

EXPERIENCED ADVENTURERS

In Lesson 36, we will study:

  • beginning a campaign above level 1

  • why the SRD particularly recommends level 3 for experienced groups

  • creating a higher-level character

  • using the normal character-creation process together with Level Advancement

  • starting XP at higher levels

  • the complete Starting Equipment at Higher Levels table

  • additional GP

  • Common Magic Items

  • Uncommon Magic Items

  • Rare Magic Items

  • Very Rare Magic Items

  • what equipment is available for purchase

  • the GM's role in determining higher-level starting resources

  • the SRD's example involving expensive firearms

Then, in Lesson 37, we will move into:

MULTICLASSING

and learn how a single character can combine levels from multiple Classes.


SRD 5.2.1 ATTRIBUTION

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.